When your force bugs out of a system for any reason, this bug out takes the place of your next strategic move. So if, for example, you get pushed out of a system in turn 1, the bug out is your move for turn 2.
You should write it down and place it face down until the rest of the current turn is over and everyone else has written their orders for the next turn. Because otherwise, you'll be an irresistible target for anyone who can move into your bug out zone and attack you in a damaged state.
Blog Archive
-
▼
2007
(65)
-
▼
April
(41)
- And the same thoughts, but not in gibberish
- News from the sector
- When the UNSC gets around to naming ships
- One little link
- Minor rule clarification
- Continuing news from our conflict correspondents
- Paying visits to planets; a revised etiquette guide
- One way to deal with Savasku
- The growing threat of conflict in the region
- 20% off for army surplus
- We have met the enemy and he is you
- System Defences; a superficial analysis
- The inverse Q ship
- K-gun ballistics, the detail
- Charted routes and interdiction
- Re-roll damage
- Repair
- The Average Taxpayer has just died OR K-Gun ballis...
- Leading by example
- New race
- Drive-by shootings; how the rules constrain them
- But I don't like it that way OR it seemed like a g...
- Windshield wipers
- Economic turn clarification Revised
- Left over money
- Combat Repair
- Focus
- Savasku, and the need to start every day with a he...
- Logistics ships
- Oceanic Union Defence Forces and the Islamic Feder...
- Bugging out; when bad things happen to inept people
- Travel to distant exotic suns, meet interesting pe...
- Allies
- Gentlemen, start your engines
- Grasers; simplified cost benefit analysis
- Big versus small
- Turns. The ugly, expensive option
- UNSC ships
- After Action thoughts; four way battle of 10 April 07
- The Campaign Rules Proper
- Introduction
-
▼
April
(41)
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment